Stellaris

Stellaris

Real Space - Ships in Scaling
809 Comments
John Helldiver 11 Jul @ 5:24pm 
Does this actually scale the ships down or up? Something just looks off here, usually the stations I make are right by the star, but now they look very far away, am I schizo from too much time on the creek as people say, or is it actually making them smaller, or other astral objects smaller?
Nikal 9 Jul @ 2:09am 
All weapon's ranges are controlled by the files in common/component_templates, so you can change them to whatever value you want with a text editor. Or, if you want to use the game's default values, just delete those files from this mod's folder, although I'm not sure how this will affect the in-game behaviour.
relative 8 Jul @ 10:16pm 
How can i off "Ships in Scaling's weapon range?"
Cool Sentences 3 Jul @ 5:41pm 
thanks
Nikal 3 Jul @ 10:09am 
Well, if you know how to edit a text file, you can open the mod's folder and edit common/defines/shipsinscaling_defines.txt to increase SHIP_SPEED_SCALE by the value you want.

Otherwise, you can just turn off the feature entirely using the console command "effect sustained_acceleration_mode_off = yes" (or through the mod menu).
Cool Sentences 3 Jul @ 9:42am 
is there a way i can get faster sublight speed? i'm crying cause my ships are so slow... at least let me 2x the speed or 3x. if anyone has suggestions, lmk
Nikal 1 Jul @ 12:25pm 
@A7L5E9X6 Try using Better Ship Behaviors with the Ships in Scale Compatibility Patch . This mostly worked for me.
A7L5E9X6 1 Jul @ 12:17pm 
Does anyone else got the same Problem @Duke Fontaine stated below?
I'm currently playing the biological ships and my fleet is totally focused on close combat. This works fine as long as the enemy is interested in getting closer as well. Some kind of living asteroid nests, which are not moving at all, are a big problem. My fleet won't attack and just waits until they are killed by this creatures.

Same with enemy transport fleets. This causes my fleet to be stuck forever.

Is there a way to fix this? Or should I just not use this mod anymore because it isn't compatible with the biological ship type?
Dr. Sinclair 1 Jul @ 9:48am 
Pre-ftl asteroid event spawns 2 systems away
takes several years for a fleet of corvettes with tier 2 thrusters to reach system
once they arrive do barely 10% of it's health before it slams into my observation post

as much as i love the idea of cruise speed, it causes more problems than it's worth when it comes to timed events.
As suggested below, a "half" value would be ideal. Until them i'll have to stick to vanilla speeds.
Keldoran 26 Jun @ 6:20am 
Hi, I love the mod! Is there a way to modify the settings to make the ships orbit closer to the planets to match the scaling? Thanks.
coja 12 Jun @ 7:53am 
Great mod, thank you for making it. If possible, please add an option to halve the values in the starting menu, something between vanilla and this would be much appreciated.
Nikal 9 Jun @ 5:59am 
I believe I need a visual range-finder when placing Deep Space stations with this mod. As they are mostly carrier/artillery slots, I require a way to position them so they can engage before being swarmed. :/
DaViper 9 Jun @ 5:21am 
I've been back and forth on ASB/ ASB-Ironman. ASB leaves ships with '1' firepower. The ironman version, which is less 'invasive' does not have this issue. Until this conflict can get fixed, I can live with ASB-IM for the time being.
pipo.p 4 Jun @ 1:34pm 
@Paladin Dawnheart @morph113 There is something about ASB in the mod's description above.
morph113 3 Jun @ 5:41pm 
I have the same, it seems it's a mod conflict with Real Space Battles or at least on the mod page of Real Space Battles, the author confirmed it's not compatible with "Real Space - System Scale" mod. So perhaps also not compatible with this one either.
Gabilard 3 Jun @ 10:39am 
There is a bug were your the military ship get 1 firepower each
Paladin Dawnheart 2 Jun @ 6:23am 
Are any of you running Amazing Space Battles with this? I was wondering if it was a conflict with that or just one or the other.
Duke Fontaine 1 Jun @ 2:37pm 
Big bug with corvettes and maulers is making early game combat impossible. Ships refuse to get within range and attack. They'll often just circle endlessly out of range until they're taken down by strike craft or longer range weapons/
UMG 28 May @ 5:26am 
@ChSph truth, makes combat unviable in the early game
_baseplate 28 May @ 1:55am 
having the same issue here as @ChSph and its with any ship - it's really annoying.
Berewolf 26 May @ 4:35am 
Bio hangar have 125 engagement range?
ChSph 23 May @ 6:08am 
Combat between corvettes and transport ships is bugged rn. Corvettes refuse to get in range to actually attack any transport ships and stay in distance thus staying in combat state indefinitely with only way to stop it being manual emergency retreat of corvettes.
Captain Vac 22 May @ 5:16pm 
I feel like its been mentioned before, but is there a reason why the weapon ranges are so short now? Many of the starter weapons have a range of 7. Are all of the ships meant to be close range now?
Annatar  [author] 17 May @ 12:57am 
@Nikal I fixed it. Thank you very much!
FatRefrigerator 16 May @ 2:48pm 
I wish there was a "half" option in the RS menu.
I like the concept of the slow cruise speed, but the default one is so slow it takes the first year of game time just for your science ship to leave your starting system. And then of course the other option is just vanilla speeds
pipo.p 16 May @ 12:11pm 
Hello, no ship mod other than RS here. It appears that strikecraft from the special mining drones system (the one with dozen ships, including a fleet of ancient destroyers, and a 2,900 K strong orbital station (not a starbase)) are out of scale. Each one is larger than a destroyer! Special star system is Andrusse. Nonetheless, the size of the station launching the craft is fine.
Shigurame 15 May @ 4:03pm 
I would like some help regarding the use of strikecraft.Fleets with only strikecraft engage way out of range and then slooooooowly crawl to a point were the strikecraft actually moves to attack the target.
Not only takes this literally months sometimes years just to approach the target in system but also if another fleet attacks yours the strikecraft keeps circling your ships as they are locked onto another target they cannot attack yet.
Also the carriers keep approaching instead of staying at range once strikecraft moves out.
Is there a fix to this?
MagnusGrey 14 May @ 2:36pm 
nevermind, looks like i disabled system scaling when adding giga in and forgot it was a dependency. lol
MagnusGrey 14 May @ 2:32pm 
Ships are also stacking up vertically and bunching up in a fight.
MagnusGrey 14 May @ 2:30pm 
I am unsure as to what is causing it, but My ships are not changing scale at all. May be a mod conflict.

Mods that may be the issue: NSC 3, Gigastructural Engineering, ASB ironman.
Nikal 13 May @ 9:54am 
Oh, and you're missing an 00_weapons_energy override for the minimum range of the Large-slot plasma throwers (still at 45). :)
Nikal 13 May @ 9:45am 
What the person below said; I had to console-destroy meteors and voidworm nests.

Also, I noticed you've missed changing the minimum range (45) for a few Large-slot projective weapons. While checking this, I also noticed 01_mutation_unique_components ranges weren't altered at all?

Might be a good idea to pin a Bugs thread. Don't think there'd be many, but still.
黄油炖牛奶 13 May @ 7:31am 
I've found that when the enemy is an unattackable type (troop transports, meteorites) you send your fleet to attack it and find your fleet spinning in circles.
oblivion 12 May @ 2:31pm 
Any chance it's compatible with NSC 3?
Avan 11 May @ 4:56am 
ASB and Real Space? My next load order will be glorious. I'm also going to test Real Space with Planetary Diversity
erbmur 11 May @ 4:31am 
@Annatar thanks for getting back to me. That's good to know! :steamhappy: I can finally use the two mods together again. I thought I would be stuck having to pick one or the other!
Annatar  [author] 10 May @ 4:31pm 
@erbmur Use the ASB Ironman version. The gameplay changes in this mod are consistent with the base changes in ASB.
黄油炖牛奶 10 May @ 9:51am 
舰队还是会转圈圈。我10K战斗力的舰队和敌方一个运兵船一直在僵持!导致我铁人模式坏档,有什么办法能改正这个BUG,我很喜欢6倍缩放
The fleet still spins in circles. My 10K combat fleet and an enemy troop carrier keep stalling! Causes me to have bad gears in Ironman mode, is there any way to correct this bug, I really like the 6x zoom!
erbmur 9 May @ 3:18am 
Is there any chance to get a compatability patch with the amazing space battles mod? When this and that are used together, all fleet power gets reduced to 1
pipo.p 8 May @ 10:58am 
Just to let you now, that reloading this bugged save after the new game's patch and System Scale update, all my civilian ships have still no ftl drive. Science ships have but three core components (power, thrusters and sensors) in the build menu, while constructor ships have four (same three, plus a fourth, empty slot).

However, I could play a new game with same mods and same custom empire (avian graphical set + Fruitful Partnership), and the ftl drives are here at game start. Hence I infer that if the bug is not caused by some new technology acquisition later on, my game was probably corrupted by either the game's steady patching since public release, or by SiS updating last day, or a mix of both.
In conclusion, the bug I reported can be tagged as "solved" until an eventual new occurence.

I'm sure a modder would know how to dynamically relink ftl tech to civilian ships ('reload stats' didn't work), or how to alter the save game, so I keep the old saved game for now.
MERPHY 7 May @ 5:00pm 
@Flip360 Yes, I confirm that there is such a problem. There is no template for new biological ships due to the mod
pipo.p 7 May @ 11:46am 
Hello. It looks like today's patch of SiS removed hyperdrives from my science and constructor ships. They are all stuck in their respective star system now. I couldn't narrow down to the culprit script, but it looks like today's patch only concerned /component_templates/, and I can't see any change in 00_utilities_drives.txt.


Only two activated mods were changed today, as compared to yesterday, when I started a new game with v4, and the second one only adds flags and emblems...

Does anyone confirm or infirm this ?
Hip Hoshiningen 7 May @ 11:21am 
not sure if its this mod but my ring world habitable sections are way too small compared to the rest of the rings. this is the most likely mod from my list to have caused this
Flip360 5 May @ 11:52pm 
Just reporting that something about this mod doesn't allow combat ships to be saved in the ship designer for the new bio ships introduced in the recent Biogenesis DLC. Its preventing the designs from assigning a propulsion engine therefor making the template invalid.

Seems to work fine still for the other ship sets tho.
KRONUS 30 Apr @ 8:18pm 
Такой вопрос. Не могу разобраться. Почему то у космофауны очень низкая скорость при любых настройках мода. Грубо говоря, вот у научника скорость 1000 у космофауны 100, моды и так и сяк тасовал, влияния нет, всё равно космофауна очень медленно летит
k.slama95 26 Apr @ 2:49pm 
uhhh federation ships have normal speeds for some reason? (aka like 10x faster then the rest)
Bobisback 25 Apr @ 8:45am 
I really like the concept of this mod, but sadly it is not balanced when it comes to events, sometimes you will get an events that are timed and are far away, and with this mod, these become impossible unless you are lucky enough to have a ship next to the area.
Dan.llama 23 Apr @ 12:55pm 
So if I understand correctly in the options I can change the speed of ships so that, even though everything is smaller and space is bigger the relative travel speed is the same?
Jaysus273 10 Apr @ 12:48pm 
Error logs don't report crashes and are only really useful when debugging one's own mods. Unfortunately the only good way to figure out a crash is by trial and error - disabling groups of mods and seeing if the game still crashes, and when it stops narrowing it down to which one in that group causes it.
Demon Lord 10 Apr @ 11:59am 
Hey I have absolutly no modding knowledge, could someoe please tell me what is going on? My Game keeps crashing and the errorlog shows this:

[20:48:57][event.cpp:865]: Script Error, attempted to execute an event on an unsupported scope!
Event: shipsinscaling.3
Event Scope: ship
Executing Scope: type=fleet
id=16778394
opener_id=4294967295
random={ 0 3220558767 }
random_allowed=yes
from=
{
type=galactic_object
id=164
opener_id=4294967295
random={ 0 587752629 }
random_allowed=yes
}

I guess one of the AI fleets is the problem